Gloomhaven

Gloomhaven

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Mindthief Rebalanced
   
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Oct 19, 2021 @ 8:54am
Apr 26, 2022 @ 6:39am
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Mindthief Rebalanced

In 1 collection by kennyzxc
GloomHaven Overhaul
21 items
Description
This mod is a rebalancing of power of the Mindthief. it is not intended to break the game or make the Mindthief more powerful as a solo character. it is to empower certain neglected playstyles of the Mindthief so your not just a damage dealer with the mind weakness being the best augment. I only changed ability cards so if your looking for a broken Mindthief you wont finds that here. This mod is what I believe the Mindthief should have been.

Change list:
"The Mind's Weakness" attack to a plus 1 attack with pierce of 1 and the attack of the augment plus 1
"Parasitic Influence's" augment was replaced by "Silent Scream's" augment.
"Silent Scream" augment is now a wound and immobilize augment instead of a heal of 2 at a range of 2.
"Feedback loop" Top shield changed from 1 to 2.
"Gnawing Horde" health increased by 1 move increased by 1
"Wretched Creature" HP increased by 2
"Many As One" increased health by 2. move changed to 3 from 2
All melee attack that aren't augments get plus one attack.

Main Changes:
1) The main change is "the mind's weakness" top was changed from a plus 2 to attack to a plus 1 attack with pierce of 1 and the 1 attack of the augment itself when activating it is now an attack of 2. In order to simulate its previous power. The Mindthief's melee attack are is balanced around this augment thus all of the Mindthief's melee attack cards that aren't augment have had their attack increased by 1 except the bottom of the minds weakness because you cant have this augment active and it in your hand to play. (Please I want feedback on this you don't even really have to play the mod if you understanding of gloom haven your feedback is welcome. I'm not sure if having the pierce and plus one attacks to all the other melees is to much).

2) "Parasitic Influence's" augment was replaced by "Silent Scream's" augment. you should not have 2 augments that do the same thing but one only affects your self and the other has a range of 2 for the same amount of healing. Allowing for the Mindthief to be a healer of sorts empowering their allies, their summons, and themselves when ever they make a melee attack. which is something that the MindThief would have been able to do if they choose "silent scream" at level 3 but now you have it at level 1.

3) My last big change is that "Silent Scream" augment is now a wound and immobilize augment instead of a heal of 2 at a range of 2.

I have given all summons a small HP buff to help survivability because I cant give them bonus effect's because they would be to over powered. (People are really upset that summons don't scale but when you really think about it your summons is a guaranteed attack of X on every turn using your modifier deck if the can get to an enemy. so summons do scale in a sense with you and can be enhanced where the true strength of the summon shines if your willing to put the investment in. You also also have to micro manage your summons and possibly have someone take a hit or you take a hit for them for your team to keep getting value out of them. Basically summons aren't meant to out shine a character because they are an extension of the character or any of the other player characters. But because of how you cant control them and have to figure out what there going to do on there turn makes them frustrating).

other changes list:
Augments "Feedback loop" Top shield changed from 1 to 2. "Vicious Blood" top changed to retaliate of 3 instead of 2. [(when it comes to these augments you don't get any benefit unless you able to make a melee attack before enemies are able to go. Because shield and retaliate are removed from your character at the end of the round it difficult to justify such a small conditional benefit). I was just going to make Vicious blood a retaliate of 2 range 2 but not sure if it would be op or not my other idea is to make it a retaliate of 2 shield of 1.]

"Physic Projection" Top: changed stun self to immobilize self. this card never mad sense to me healing for 5 which is 2 short of being half of the Mindtheif's health maximum health at level 9 and gain a shield isn't worth getting stunned. I was going to remove the stun all together but decided to change it to immobilize to you can still attack but not move. Bot: is now all ranged attacks are affect by your augments Persistent effect.

Summons: (In Gloom Haven digital enhancements can be removed (by the sell option) and you will receive the same amount of money spent on them. I feel like people should give summons more of a chance and since enhancements can be removed I didn't want to over power summons at their base. Because I feel the true power of summons is in there enhancements because that their strongest iteration.

"Gnawing Horde" health increased by 1 "Gnawing horde" is a very slow summon but it is a level one summon so I chose not to buff its movement rather it health and damage so it could possibly survive longer because it has poison on it's attacks. Poison makes its attacks scale a bit better so for a level one summon this is fine.)

"Wretched Creature" HP increased by 1 "Wretched Creature" health is way to low but its attack is so high and good movement. This is your damage dealing summon so I increased it health to try and prevent one shots and you can enhance it to 6 health.

"Many As One" increased health by 2. "Many As One" is one of the summons that a lot of people like or have used before because it feels what a summon should be like. It can get 2 shots in certain scenarios and because it melee it will walk into traps. so I increased its health by 1 to increased its health while also increasing its base attack to 5 and if you decide to enhance its health with 250 gold it will have an attack of 6 base. most would think this is over powered yes its strong but you have to remember that this summon will be taking a lot of damage thus lowering its attack. which makes its health a double edged sword because the lower HP he get the less effective he becomes. Most people would rather save there heals for actual characters rather then us it on a summon but because your "Parasitic influence" is now a heal of 2 at range 2 u can heal it your summons.

Links to my other mods:
Item rebalance: https://steamcommunity.com/sharedfiles/filedetails/?id=2656076381
Item rebalanced no stamina: https://steamcommunity.com/sharedfiles/filedetails/?id=2784492610
Classes Rebalanced: https://steamcommunity.com/sharedfiles/filedetails/?id=2733715628
Brute: https://steamcommunity.com/sharedfiles/filedetails/?id=2672101716
Tinker: https://steamcommunity.com/sharedfiles/filedetails/?id=2659315172
Spell weaver https://steamcommunity.com/sharedfiles/filedetails/?id=2761735588
Scoundrel https://steamcommunity.com/sharedfiles/filedetails/?id=2688136598
Crag Heart https://steamcommunity.com/sharedfiles/filedetails/?id=2704551484
MindTheif: https://steamcommunity.com/sharedfiles/filedetails/?id=2632070002
Sun keeper: https://steamcommunity.com/sharedfiles/filedetails/?id=2675473535
Quartermaster: https://steamcommunity.com/sharedfiles/filedetails/?id=2653912185
Summoner: https://steamcommunity.com/sharedfiles/filedetails/?id=2633213252
Night Shroud https://steamcommunity.com/sharedfiles/filedetails/?id=2733627935
Plague Herald: https://steamcommunity.com/sharedfiles/filedetails/?id=2666127230
Berserker: https://steamcommunity.com/sharedfiles/filedetails/?id=2681544434
Doom Stalker: https://steamcommunity.com/sharedfiles/filedetails/?id=2661475288
Sooth Singer: https://steamcommunity.com/sharedfiles/filedetails/?id=2667906697
Saw Bones: https://steamcommunity.com/sharedfiles/filedetails/?id=2662400950
Triforce https://steamcommunity.com/sharedfiles/filedetails/?id=2779077819
Beast Tyrant: https://steamcommunity.com/sharedfiles/filedetails/?id=2655700998
Popular Discussions View All (2)
1
Nov 19, 2021 @ 12:40pm
Balancing
kennyzxc
0
Oct 19, 2021 @ 4:58pm
Bug Report
kennyzxc
3 Comments
kennyzxc  [author] Sep 27, 2022 @ 8:22am 
Continuing last comment: So I decided against it and brought silent scream's heal range of 2 to "parasitic influence" to allow the mindtheif to better regulate her Hp and her summons. Then since "silent scream" needed something new I gave it wound and immobilize on melee attacks. Side note I do sometimes forget to update pictures for my mods. Your comment made me realize I didn't add the pictures for the changes of "Silent Scream" and "Parasitic Influence" so I wonder what your opinion would be now?
kennyzxc  [author] Sep 27, 2022 @ 8:22am 
@Denarr Hi, im welcome to all feedback. The main reason why I didn't do anything crazy with the mindthief is because she is one of the strongest characters out of the starting 6 classes. I do understand where you're coming from with the debuff centered buffs. A long time ago when mods were supported, I made an alternate version of this mod that I deleted. In the alternate version I removed muddle from "withering claw" and gave it disarm instead. I quickly realized after play testing since the mindtheif can make multiple melee attacks on some turns she could almost completely lock out enemies by herself. This also made her stun abilities kinda lackluster. Plus with this version psychic projection bottom ability allowing you to apply augment to all range attacks became overpowered.
DeNarr Sep 26, 2022 @ 9:53pm 
Trying out all your rebalance mods. This one seems a bit under-tuned compared to others. Honestly, I'm surprised you focused so much on Mind's Weakness, and wish you would have given more love to the status causing cards, as I feel like that's the Mindthief's specialty.

Unmodded if I'm not running Withering Claw, I feel like I'm doing it wrong. Right now Feedback Loop seems like the go-to for perma tank. So more incentive to switch up augments could be cool. (Higher base damage and/or exp, instead of higher persistent buff)